Update Kill Warrant Scanner Feedback

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Maybe, but this final proposal is a good compromise. You get something, you lose something. Gains (new C&P system) outweighs the loss (can't increase rep with all 3 SP at the same time) in this case IMHO. It doesn't render it completely ineffective in rep gaining though.

Well, I'm a law-abiding PVE player - meaning I do not pirate NPCs, kill cops or engage in any other criminal activity. So far, new C&P system gives me only negatives: I have to go to IF to wipe that 500 Cr bounty for accidental shooting, and now I've got a nerf to reputation increase method. I wonder what's next?
 
Well, I'm a law-abiding PVE player - meaning I do not pirate NPCs, kill cops or engage in any other criminal activity. So far, new C&P system gives me only negatives: I have to go to IF to wipe that 500 Cr bounty for accidental shooting, and now I've got a nerf to reputation increase method. I wonder what's next?

Hopefully that will be a fine now, and you won't need IF unless you destroy them.
 
Hello Commander Jynessa Loraeyn!



It will be completel loss, as it really does not make sense. The reason we can't give influence via the Interstellar Factors is that we dont store the locational data of the bounty, only the faction, and use the starport location to select the faction that will gain the influence. Whilst this is normally fine (and allows an amount of tactical choice if a faction has a presence in multiple systems), it means that the Interstellar Factors would be giving influence to the wrong faction.

This is actually a really good thing. It was OK the way it was in 2.4, but even better now.

Those of us who wish to manipulate the BGS will bounty hunt and KWS everything. We turn in the bounties for factions that we want to help with those factions, everything else goes to IF. That boosts our individual reputation back up, but does not support any factions that we do not wish to support. Also, extra cash is always good.
 
They fixed that? no? You will detect all bounties in a given system, and even interstellar bounties will be able to be "unrolled" into their component parts and turned in separately. Unless I'm misunderstanding his post.

I think it looks fairly good at this point.

fdev said:
The new Interstellar bounties will use the following rules:


  • When a ship’s total bounty value of all bounties and fines for factions associated with a single superpower exceeds 2 million CR, they will become a single Interstellar bounty, valid in all jurisdictions associated with the superpower.
  • When you claim a superpower bounty, you will receive all of the bounties as individual claims, allowing you to choose which ones to cash in.
  • Alternatively, you can use the Interstellar Factors to claim them all at a reduced value and loss of influence.


@CMDR BigJay yes it looks as though you are correct, then I look forward to testing the changes and see how it shakes down in the game.
 
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I'm cool with the changes, Sandro. At least I think I am... As someone else said, I won't really know until I test it in the field and make sure it still works for CGs (which was my major complaint with the original 'nerf').
 

Sandro Sammarco

Lead Designer
Frontier
Hello Commander MadDogMurdock!

Your post makes absolutely no mention of how the KWS currently obtains bounties for minor factions in other systems.

This functionality is being completely lost, so it'd be nice to not ignore that in the explanation, given that the KWS will only work at all in populated systems after the update.

That's because it does not happen unless the minor faction has a presence in multiple systems, in which case it's business as usual. We've looked at the code and it only generates (and has only ever generated) bounties for factions in the current system and what we're calling "lightweight Interstellar bounties" which we are retiring.
 
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If ships with bounties over 2 million become interstellar bounties as described above instead of retaining their minor faction bounties - then no it is not fixed.
It seems to have been answered. ;)

  • When you claim a superpower bounty, you will receive all of the bounties as individual claims, allowing you to choose which ones to cash in.
  • Alternatively, you can use the Interstellar Factors to claim them all at a reduced value and loss of influence.
Because the new Interstellar bounties are actually collections of normal bounties they are handed in and dealt with no differently from normal bounties; giving the correct amount of influence to the faction that issued them and the correct reputation to the player. They will also be a lot bigger as they have minimum trigger thresholds, and are a feature that is primarily aimed at Commanders, allowing the game to make them wanted across huge swathes of space.

Initially, NPC ships will not have these new Interstellar bounties. Instead, every time we would have generated a lightweight Interstellar bounty, we will instead generate another bounty from a faction in the system.

Whilst this does reduce the amount of influence you can bring to a system, it makes the process simpler, predictable, focused and legible. Fundamentally it can be summed up by the following statement: to support a faction, hand in claims issued by that faction to that faction.

We’re also fixing the Interstellar Factors so that they (correctly) do not apply influence to the system where they are based. Reputation and Credit rewards will continue to work as normal.
If I read it right, you could claim individual bounties still with the related factions OR choose to take the credit hit to claim it elsewhere.
 
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Hello Commander MadDogMurdock!



That's because it does not happen unless the minor faction has a presence in multiple systems, in which case it's business as usual. We've looked at the code and it only generates bounties for factions in the current system and what we're calling "lightweight Interstellar bounties" which we are retiring.

Hmm, I'm almost positive that I've been getting minor faction bounties for KWS scanning ships that interdict me in unpopulated systems.
 
Hello Commander MadDogMurdock!



That's because it does not happen unless the minor faction has a presence in multiple systems, in which case it's business as usual. We've looked at the code and it only generates bounties for factions in the current system and what we're calling "lightweight Interstellar bounties" which we are retiring.

Okay.

Can you at least increase monetary value for local bounties, in order to compensate for a loss of "lightweight interstellar bounties"?
 
Yes, I know that.

But in old system, you could increase reputation with all three superpowers simultaniously. In new system, you can't do this. And before you or Sandro or anyone go "this is wrong" - no. Ever heard of Interpol?

So, you were being hyperbolic?

I'm not sure exactly what you mean here - let's say there's a local system with Federation, Empire and Alliance local factions. In this place, under the new system, you scan a Wanted target. Instead of seeing just the bounty from the authority in that jurisdiction which you would pick up from a basic scan, the KWS lets you see bounties from all factions in the system - so if it was a Federal jurisdiction, it might well include bounties from the Empire and Alliance local factions. When you hand in those bounties, you are still getting rep with all three superpowers. Or am I missing something here?

You're losing the old lightweight Interstellar Bounties, which it is clear were not working properly.

As for Interpol, let's skim over the fact it's not exactly all-powerful, and let's also ignore the various controversies that have engulfed it.

Any comparison to that is suspect to me. Even on a single planet of a few billion, we have trouble coordinating law enforcement.

In a galaxy of trillions, with no central authority for anything (remember, even Universal Cartographics are basically a business, selling their cartography data to the masses, while buying it pretty cheap from the relatively few explorer-commanders... and even then they don't trust us enough without getting multiple confirmations from several commanders... and that's for relatively unchanging stellar body data!), the idea of a central galactic database that keeps track of who's wanted by who all the time and which every single faction in the galaxy (barring anarchies of course) is signed up to... I'm sorry, that sounds stupid to me. Elite's galaxy isn't meant to be some silver lycra utopia where everyone is on the same page - not in any rendition of it I've read or experienced. It's meant to be a chaotic mix of competing ambitions and interests, where conflict breaks out all the time. There's peaceful areas, sure, and nice textures on the overall expanse - settled areas with good tech and decent government... but the essence is of humanity having spread almost out of conrol into the stars, with diverse governments and societies with the full kaleidoscope of law or lack thereof... where a commander has the chance to be a hero, or villain, or both at once, or just an opportunist with an eye on the main chance. The idea of some pan-galactic real-time bounty database just seems to run counter to that. So the Federation, Empire and Alliance are actively cooperating on maintaining and updating this database, along with every non-anarchic minor faction in the galaxy? Yeah. You may not like me saying it, but that does sound wrong.
 
Because the lightweight Interstellar bounties had no faction, only a superpower, they:

  • Had no faction to give reputation to, so only increased superpower reputation (and by too much).
    [*]Could be handed in at any faction associated with their superpower
    • After which they then distributed their influence to all factions in the system according to each faction’s current portion of influence. So the faction with the most influence in the system would get the biggest cut from the lightweight Interstellar bounty, and so on. Any faction not aligned with the bounty’s superpower would then discard its share.
    [*]Could be handed in at Interstellar Factors, which would (unintentionally) apply the same rules of sharing out influence to the system where the Interstellar Factors was.

The last item in that list is wrong. Currently bounties cashed with a factor do not provide influence to anyone anywhere whether they are superpower (Interstallar) bounties or regular faction bounties. I use factors several times a week and have extensive records of influence and actions for their systems, this has been the case throughout 2.4.

Not to mention the fact that if a superpower exists in a Factor's system you can't even cash their bounties there.

We’re also fixing the Interstellar Factors so that they (correctly) do not apply influence to the system where they are based. Reputation and Credit rewards will continue to work as normal.

No need, they work that way already.
 
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so basically in response to all the people that previously complained that this ruined their ability to manipluate the background sim with a kws, your response all along was this is an intentional nerf to that.

I hope you are putting something else in to allow people to keep enjoying that aspect of the game, or is it another piece of emergent gameplay that's intended for the scrap heap?

It was never emergent gameplay element, it was thing player decided to do themselves, because it was easiest way to to do something close to territorial and executive control.

FD openly have said it was not how game was intended. Among other C&P it is meant to rain in and make life a bit more difficult for BGS 'gamers'.
 

Sandro Sammarco

Lead Designer
Frontier
Hello Commander biohazard15!

Okay.

Can you at least increase monetary value for local bounties, in order to compensate for a loss of "lightweight interstellar bounties"?

The lightweight bounties are being replaced with faction bounties for the system. Technically, the amount of money you can make turning in bounties will be identical as the value ranges for both types of bounty was the same.
 
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Hello Commander MadDogMurdock!



That's because it does not happen unless the minor faction has a presence in multiple systems, in which case it's business as usual. We've looked at the code and it only generates (and has only ever generated) bounties for factions in the current system and what we're calling "lightweight Interstellar bounties" which we are retiring.
Hi Sandro,

Regarding this, I'm sure that is what the code says, however, I believe "Factions in the Current System" probably includes ships. What I've seen happen is when in a completely empty system (no factions), you usually get a "lightweight Interstellar bounty", but can also get a bounty for whatever faction the attacking ship happens to belong to. I can't say I've seen it in 2.4, but most certainly have seen this happen in prior versions.
 
Hmm, I'm almost positive that I've been getting minor faction bounties for KWS scanning ships that interdict me in unpopulated systems.

Me too

Though those are always from a mission interdictor (IIRC), which I'm guessing spawns with bounties relating to the system the mission came from and/or is going to???
 
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